Large Construct, Chaotic Evil
AC 14 Natural Armor    Initiative +3 (13)
HP 65 (5d6)
Speed 25 ft., swim 50 ft.
Mod Save
STR 11 +0 +0
DEX 16 +3 +3
CON 13 +1 +1
Mod Save
INT 14 +2 +2
WIS 12 +1 +1
CHA 17 +3 +5
Skills Arcana +3, Deception +6, Stealth +7
Immunities Poison; Blinded, Exhaustion, Poisoned
Senses Blindsight 120 ft, Passive Perception 3
Languages Sonarian, Aquan
CR 4 (XP 1,100; PB +2)
Traits

Agile Swimmer. The adharcaiin regains 10% of hit points if submerged in water.

Amphibious. The adharcaiin can breathe air and water.

 

Actions

Multiattack. The adharcaiin has two attacks, one with its bite and one with its hooves.

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 9 piercing damage.

Bleed. On a failed dexterity saving throw, all creatures within a 5 ft. radius will take 0.75 hit points of damage each turn.

Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 6 slashing damage.

Hunters Curse. If the adharcaiin chooses to, it can halve its hit points to inflict two times as much damage each turn for all attacks.

Siren's Voice. On a failed perception check, all creatures with normal vision will remain incapacitated for 1 turn after hearing the adharcaiin's screech.

Unbridled Rage. If below 20 hit points, the adharcaiin can choose to do 30% more damage, but is unable to use any actions besides bite.

 

 

Description

Adharcaiin are stealthy and deadly predators that mainly hunt throughout swamps, bogs and forests of kelp deep within lakes or oceans. These creatures are extremely dangerous due to their dark coloring, easily hiding within areas of water or behind trees. They are relentless hunters and joyous victors, able to remain motionless for hours on end if they have their mind set on stalking a creature. Adharcaiin are one of the few beings that hunt for sport, always ready to deliver a killing blow regardless of if they feel hungry. 

Unnatural Design. Adharcaiin were created by a group of Jeffs, originally made to be cute, marketable pets for children along with the Rukig, Zoocuu and Fleuralis. However, unlike their plushie counterparts, Adharcaiin went rogue shortly before release. Their nature shifted from docile and affectionate to malicious and destructive. They broke out of the lab they were held captive in and escaped into the wild. Over the decades, their design has changed gradually from a pink unicorn-like toy to an eerie hellish aberration.

Merciless From Birth. Although adharcaiin are monstrous beings by nature, they do have maternal instincts. Mother adharcaiins will raise their foals with care. Foals are born with hunting urges already, and their mothers will frequently bring back almost dead or incredibly small creatures for their babies to play with and kill. Adharcaiin foals are typically lighter in color and walk a bit wobbly.

Haunting Song. The creepy yet beautiful screech of an Adharcaiin is said to entrance those that hear it. They lure sailors and travellers to their demise with their voices, leading them to the edge of the water they lurk in before dragging them down deep within the murky darkness until they drown.

Synthetic Nature. Adharcaiin do not need sleep. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: construct

Habitat: Swamp

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